Flash is uncooperative, here’s a demo

I did not get nearly as much done on this as I wanted to. This is because Flash and Flixel apparently both hate me, and would not cooperate when I tried to do a test run Flash comic page, or tweak enemy behavior a little bit. So the game has one level less and much less nice beginning/ending art as I wanted it to at this point.

Still, it’s a thing. It works.

Arrow keys to move. Up jumps, down hits the brakes. Space attacks. Z checks a message if your phone is buzzing. X dismisses the message. You may get info from checking your phone that will affect where you go, but you will also be distracted by it.

Space/Mouse to go through intro and outro sequences. R restarts a level if you’ve died, or the game if you’ve won.

game link

(Summary of things I wanted but didn’t get: Wanted to do the intro comic in Flash, since allegedly Flixel can embed other SWFs. Also wanted there to be similar outro comics, and color and suchlike on them, but I took too long trying to make Flash not be my enemy. Definitely going to revisit that, even though it’s too late to present those things. Currently the intro jumps around a comic but not as nicely as Flash would, one of the outros uses the ingame speechbubble system, and one is an image.

The other thing that’s missing is that the robots are supposed to turn around when they hit things which should be INCREDIBLY EASY but then Flixel deprecated half its useful functions and I spent too much of yesterday trying to make that work. It’s not super integral, it just makes the cafeteria level a little weird.

Oh and sound. Sigh.)

Alex Lee – An Illustrative Model of Anxiety

An Illustrative Model of Anxiety

Here’s my project. Use arrow keys to move and space to interact. It’s an .swf file, so open it in Firefox or Chrome. On some computers it lagged pretty badly, so I tried making a large version and a smaller version (both below). You might also try reducing the quality. Thanks for looking!

 

 

 

 

 

 

 

Large:

http://www.andrew.cmu.edu/user/asl1/egdmandalasmall34.html

Small:

http://www.andrew.cmu.edu/user/asl1/egdmandalasmall34small.html

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Final Project Progress

So I have the basic ecosystem that works within the snowglobe (as discussed last class with Paolo):

The girl starts outs in an “empty” snowglobe with no other objects besides the landscape.  The “goal” of the game is to navigate the ecosystem and build her a house before she freezes.  The basic mechanics are shaking the snowglobe to create a temporary “springtime”, picking up and dropping objects, planting seeds, and cutting trees.  Shaking the globe to create the springtime will allow the player to find objects hidden under the snow such as seeds and sticks and rocks.  The player has to balance building and maintaining a fire, planting and cutting down trees and building the house.

To further the snowglobe theme, I’ve decided to do away with the shelf room and have you simply double click on the game icon (which I will replace with the image of my snowglobe as I have bought the full license) to view into the snowglobe.  This double clicking corresponds to shaking the snowglobe, so that each time you want to shake it you have to close the game and open it again.  In this way, the snowglobe will sit on your desktop to look at whenever you want the same way a snowglobe would sit on your shelf.  Eventually, once you have reached one of the two endings (building the house or the girl freezing), you will not be able to move the character when you open the game, you simply get to observe (like a real snowglobe).  If you have built the house, the girl will appear and maybe wave while it is “springtime” and go back inside when the snow falls again.  If you have left the girl freeze, you have essentially created a statue that never moves. To reset the game, you’d have to get rid of it and redownload it.

Lastly, I will still have the mechanic of zooming in further for a closer look at the girl.  This will allow you to see how cold she is (the bluer her skin is the colder) and give you hints of what to do next in her thought bubbles.

So far I have been working to implement some of the new mechanics and have begun to work on the new artwork my final version requires.  I have implemented the pick-up mechanic using a little blue ball as a test.  You can try it out here: http://www.andrew.cmu.edu/user/elazrus/Games/SnowGlobe/ (the one that says pick_up_test).  To pick up or drop an object use enter.

rawr

working on level design right now so nothing visible yet but here’s a repost of the game I guess, since I was told to show the prototype

move with arrow keys, jump with up, brake with down, attack with space, check texts with z, dismiss message with x

Forest of Dreams. Mio no more (will be back in life)

Mio the virtual shaman is not going to happen. At least not for Game Design. In any case, if anyone wanted to see, here is the start of how it was going to be:

Hello there, I am Mio
I am a virtual character created to try to help. I am not a virtual therapist, this would imply that I have a formal preparation in the area of psychology. I would call myself an experiment.
See, I don’t know if I work. What I do know is that my creator is very serious about me. His goal was to create a character with the capacity to guide a thought process in order to help reframe an issue that is affecting your well-being in such a way that it either stops being destructive or as destructive to you or so that it becomes constructive.
I would say that you can think of whatever I say as if you were talking with a friend. When you go to a friend to talk about an issue which is affecting how you feel, you hope to get advice that will be helpful. You listen to what they say and then you go and think about it. If it makes sense, you might choose to go ahead and try it out. When you try it out, if it works for you, then you are happy and you might choose to adopt it for the future, if not, then we are not as happy and we stop using it and move on.
This is what I hope I can do. I’ll talk and try to guide you towards what I think can be helpful. You can then go think and feel and decide whether you want to try it out and see if it works for you.
Unlike your friend who might get a bit sad or angry if you choose to not do what he thinks is right, I am not going to get angry or sad, you see… I can’t.
I’ll say this, I think, that any issue we have, anything that is in some way affecting our well-being, arises from a perception of misalignment. We feel something is not working, something is causing us to feel the way we are feeling.
And this is important. It is important because what we feel is what is most true to us. If we feel sad, there is nothing that is false about this, we feel sad. If we feel happy, then we feel happy and there is nothing that is not true about this.
So when there is something that is affecting our well-being, we should address it, unless of course we don’t care about our well-being. In that case, we should continue to feel bad.
My presumption is that if you are here today, going through this experience, then you have at least one thing that is affecting how you feel. Something in life is not great and you want it to be.
And this makes sense, it is rational that we are concerned when things are not the way we would want them to be.
So my question to you is this, what is the cause of this thing that is bothering you? Do you know what the source of the trouble is? Perhaps you think you know or you are indeed sure you know. What you will often be told, is that you should attack the source of problems…
Before we try to attack the problem though, let’s talk about controlling our lives. Perhaps you will disagree with me but I think that any sensible human being wants to feel in control of their life. We want to have agency, a sense that we can control our life’s direction. Control gives us a sense of security, we feel that we can make choices about the future so it stops being as uncertain which brings us a feeling of well-being.
When we are told to attack a problem, we have to think about what this means and what the implication of this attack is. I am not too keen of the word attack, attack tends to be interpreted as destruction and we don’t really want to destroy… Or maybe we are very emotional about this issue and we really do want to destroy.
But destruction by its very nature is not constructive, it is the opposite. Construction often tends to happen after destruction but is it necessary to destroy in order to construct.

Whatever. So a different thing is happening. It is called the Forest of Dreams. It is a mix between my first and second project, its a branching interactive dream. It has a dialogue intended to feel loose and relaxed yet very serious. It uses a cool (blue, purple, green-blue) color palette to convey a feeling of relaxation and wander through the images. There is no happy or sad ending, there is just ending. I started the dialogue but it is a secret except for paolo if you want to see it. I also have some of the art, this was a test with Photoshop filters, but I think this is the visual style I will use (blurry light).